Stun bug for Archers

If you need support, you can get help here!
arjunt1
Warder
 
Posts: 22
Joined: Mar 10, 2017 18:48

Postby arjunt1 » Apr 07, 2017 03:54

I've seen this happening in the last week or so:

You slam/bash whatever for the stun, switch to bow and try to shoot. This works 98% of the time but occasionally you'll get a message that the mob interrupted you, while the mob is still stunned.

I've tested this and with a 9s slam you still have plenty of time to requeue the shot and get it off. I've seen it happen on several different types of mobs and doesn't seem to be entirely random.

Image

Yevon
Guardian
 
Posts: 2
Joined: Apr 05, 2017 04:49

Postby Yevon » Apr 07, 2017 04:53

I might be wrong, but I think it has to do with the way the code is written for interrupts. Even though the enemy is stunned, they still have an active timer going for you being attacked, based on the enemy's attack speed. If you attempt to cast or shoot a bow during this time, it will still count towards you being interrupted by the enemy.

User avatar
Nezix
Phoenix Knight
 
Posts: 1138
Joined: Oct 27, 2012 08:41

Postby Nezix » Apr 07, 2017 05:22

IIRC this is how it should/did work on live. Depending on the timing. Best course of action is slam, run a few feet away, then turn and shoot
Nezix - 50 Minstrel <The Band>

Merlin: Arthur, what is best in life?
Arthur: To crush your enemies, to see them driven before you, and to hear the lamentations of their Lurikeens.

User avatar
Blue
Developer
Developer
 
Posts: 15816
Joined: Apr 22, 2005 00:00

Postby Blue » Apr 07, 2017 12:23

Intersting question. I'm not sure if a mob should still interrupt when its mezzed or stunned meanwhile. If someone could bring some light into this issue that would be good. Common sense says it should not interrupt but logic applied to DAoC often failed to work.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

Zocci
Myrmidon
 
Posts: 68
Joined: Jan 27, 2017 10:08

Postby Zocci » Apr 07, 2017 13:21

Blue wrote:Intersting question. I'm not sure if a mob should still interrupts when its mezzed or stunned meanwhile. If someone could bring some light into this issue that would be good. Common sense says it should not interrupt but logic applied to DAoC often failed to work.


Common sense says it should not interrupt but logic applied to DAoC often failed to work.
This is the best thing i have read all week! :lol:
Zocci <Njord> - Skald

Grignr
Myrmidon
 
Posts: 174
Joined: Mar 14, 2017 17:28

Postby Grignr » Apr 07, 2017 14:36

Its the same for casters though, you can quickcast a stun and still be interrupted on the next cast, so you can't recast the actual damage until the interrupt timer runs out. Honestly, it doesn't feel wrong, logic aside, but it might be an idea to see how it works on live now.

Expfighter
Myrmidon
 
Posts: 193
Joined: Feb 06, 2017 00:55

Postby Expfighter » Apr 10, 2017 16:05

Blue wrote:Interesting question. I'm not sure if a mob should still interrupt when its mezzed or stunned meanwhile. If someone could bring some light into this issue that would be good. Common sense says it should not interrupt but logic applied to DAoC often failed to work.


Been this way since 2002! Slam, 2-3 times you can shoot, that 1 time you are interrupted before the shot! Some mobs and guards are at a 100% interrupt rate!

User avatar
KatinaZ
Warder
 
Posts: 31
Joined: Nov 11, 2008 01:00

Postby KatinaZ » Apr 11, 2017 20:32

got this problem to. Im playing Daoc since beta, never had this problem. Sometimes once was maybe interrupted, but not 2 or 3 times -.-

I have opened new Issue 4065

User avatar
Requin
Eagle Knight
 
Posts: 878
Joined: Jan 11, 2017 21:32

Postby Requin » Jun 28, 2017 07:42

Depends on the attack delay of the mobs.
If the mob has a delay of 5.5 seconds.
If you stun it for 9 seconds.
You have to wait for his attack delay to be finished.

So lets say the cyclops has an attack delay of 3 seconds.
He attacks you block it for 7 seconds just 0.5 seconds after.
so you have to wait 2.5 seconds before launching a crit shot, or the mob would still be considered swinging!
After the attack delay has expired, the mob will be considered standing still.

Check:
Critical Shot

Raising your bow specialization also grants you higher critical shot styles:
- Critical Shot I is obtained at the third train in bow and has a draw time of 2.0 times your normal draw time.
- Critical Shot II is obtained at the sixth train in bow and has a draw time of 1.9 times your normal draw time.
- Critical Shot III is obtained at the ninth train in bow and has a draw time of 1.8 times your normal draw time.
- Critical Shot IV is obtained at the twelfth train in bow and has a draw time of 1.7 times your normal draw time.
- Critical Shot V is obtained at the fifteenth train in bow and has a draw time of 1.6 times your normal draw time.
- Critical Shot VI is obtained at the eighteenth train in bow and has a draw time of 1.5 times your normal draw time.
- Critical Shot VII is obtained at the twenty-first train in bow and has a draw time of 1.4 times your normal draw time.
- Critical Shot VIII is obtained at the twenty-fourth train in bow and has a draw time of 1.3 times your normal draw time.
- Critical Shot IX is obtained at the twenty-seventh train in bow and has a draw time of 1.2 times your normal draw time.


The damage multiplier for critical shot is based on your level, and is determined by the difference between your level and the targets level, indicated by the target’s con. The multiplier is a maximum of 2.0 and a minimum of 1.1. As a broad generalization which does not take the continuous curve nature of this into account, critical shots will do 2.0 times normal damage to all targets that con grey, green, blue, or yellow. They will do approximately 1.7 times normal damage to high- orange targets, 1.4 times normal damage to high-red targets, and 1.1 times normal damage to purple targets.

Please note that critical shot will work against targets that are: sitting, standing still (which includes standing in combat mode but not actively swinging at something), walking, moving backwards, strafing, or casting a spell. Critical shot will not work against targets that are: running , in active combat (swinging at something), or Mezzed. Stunned targets may be critical shot once any timers from active combat have expired if they are not yet free to act; i.e.: they may not be critical shot until their weapon delay timer has run out after their last attack, they may be critical shot during the period between the weapon delay running out and the stun wearing off, and they may not be critical shot once they have begun swinging again. If the target was in melee with an archer, the critical shot may not be drawn against them until after their weapon delay has run out or it will be interrupted. This means that the scout's shield stun is much less effective against large weapon wielders (who have longer weapon delays) than against fast piercing/thrusting weapon wielders. Also note that if the target has a shield or are being guarded by someone with a shield, and the one holding the shield is facing the archer and is in combat mode (actively swinging or not), their block rate against arrows is DOUBLED. If they are using engage against you, you’ll only get past their defences about 5% of the time.
Reminder to Self: Quality over Quantity, what is the Value here?


Return to Support

Who is online

Users browsing this forum: No registered users and 24 guests

Monday, 02. December 2024

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff